;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows new type of government (but you can't change governments).
^Allows building of fortresses (but you have no settler units).
^Allows building of forward bases (but you have no settler units).
^Allows building of warp beacons (but you have no settler units).
^Allows building of quantum conduits (but you have no settler units).
^Increases the effect of Dabo Casinos.
^Increases the effect of Propoganda Units.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one (but you have no ships).
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Holo-suites.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^  Sensor Array allows 2 Space Visibility.
^  Small enough to ignore Zones Of Control rules.
^  Amphibious - Not Used
^  Hidden or otherwise hard to detect.
^  Escourt ability allows it to target attack ships.
^  Trieme - Not Used
^  Planetary Assault ability allows it to ignore Early Warning Grid.
^  BASE ability allows it to deploy Torpedoes and Attack Ships.
^  Morphing skill allows it to conduct supprise attacks (Paradrop 4).
^  Wideband Deflectors allow maximum warp in all space.
^  Hit and Run tactics allows it 1.5x Defence against high warp ships.
^  Clones which do not need support.
^  Kamikazi unit that is destroyed after attacking.....
^  Agilie enough to dodge 50% of Torpedo and Attack Ship firepower.
^  High Resolution Scanners allow tracking of hidden objects.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Capital
@PEDIAIMPROVE1
Administrative Centre of the Empire. Eliminates corruption 
and waste on the planet, decreases it in all nearby planets.

@;Training Academy
@PEDIAIMPROVE2
Planet produces Veteran starship units. Starships can
be completely repaired in a single turn.

@;Underground Hydroponics
@PEDIAIMPROVE3
Only half of planet's food store is depleted when
population increases in size.

@;Dabo Casino
@PEDIAIMPROVE4
Dabo is a game of chance introduced by the Ferenngi,
much like roulette but more entertaining. Each Dabo 
table is accompanied by entertainers- know as Dabo Girls.
Up to two discontented citizens are made content.

@;Promenade mall
@PEDIAIMPROVE5
Giant area of commerce usually looking out into a
spectacular view - like space or the sea. There is one
on Deep Space Nine.
Increases tax and luxury output by 50%%.

@;Computer Core
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Planetary Militia
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes Planet more resistant
to subversion by the shape-shifting Founders.

@;Orbital Defense Platform
@PEDIAIMPROVE8
Global underground network of bunkers, sensors and control
centers which totally integrate the planetary defence function.
Units have triple defense versus starship attacks.

@;Recycling System
@PEDIAIMPROVE9
Allows planet to increase beyond size 8.

@;Electroplasma System (EPS)
@PEDIAIMPROVE10
Often known by its acronym EPS. Increases tax and luxury 
output by an additional 50%% because of energy efficiencies.
(cumulative w/ Promenade Mall).

@;Holo-suites
@PEDIAIMPROVE11
Rooms with transporter, forcefield and holographic technology
which give a new meaning to Virtual Reality and Sexual Fantasy. 
Makes four unhappy citizens content (Three for Empirisim).

@;Optical Data network (ODN)
@PEDIAIMPROVE12
Often known by its acronym ODN.
Increases science output by an additional
50%% (cumulative w/ Computer Core).

@;Mass Transit
@PEDIAIMPROVE13
Not Used.

@;Propaganda Unit
@PEDIAIMPROVE14
A method of coaxing citizens into being happier through
repeated media events with exagerated claims. Often used
by races like the Cardassians and Romulans.
Three unhappy citizens are made content
(four w/ Quantum Torpedo).

@;Gravity Dynamo
@PEDIAIMPROVE15
A form of very efficient generators using a planet's 
naturally occuring gravity to produce output. 
Increases resource production on a planet by 50%%.

@;Replicator Plant
@PEDIAIMPROVE16
Manufacturing using materialsing technology instead of
traditional assembly methods.
Increases resource production by an additional 50%%
(cumulative w/ Gravity Dynamo).

@;Genesis Shield
@PEDIAIMPROVE17
Protects everything within three spaces of the planet
from the effects of Metagenic Weapons.

@;Nanite Recyclers
@PEDIAIMPROVE18
Decreases the pollution caused by factories. This is 
a trick improvement as polution is disabled in the
scenario.

@;Power Plant
@PEDIAIMPROVE19
Not Used.

@;Android Plant
@PEDIAIMPROVE20
Using intelligent Andriods in place of programmed 
robots in the manufacturing process.
Increases Gravity Dynamo output by 50%%.

@;Nuclear Plant
@PEDIAIMPROVE21
Not Used.

@;Energy Exchange
@PEDIAIMPROVE22
A Commodities Exchange used for the purpose of trading
energy futures. Increases tax & luxuries output by an 
additional 50%% (cumulative with Promenade Mall & EPS 
for a grand total of 150%%).

@;Planetary Transporter Grid
@PEDIAIMPROVE23
A planetwide transporter system which allows you to 
dematerialise and rematerialise elsewhere - doing away 
with all vehicles allows Planet to grow beyond size 12.

@;Automated Hospital
@PEDIAIMPROVE24
Hospitals using holographic doctors and nurses.
Allows squares in the Planet's system with
Quantum Conduits to produce 50%% more food.
(But you have no Quantum Conduits)

@;Anti-matter Factory
@PEDIAIMPROVE25
Array of huge satellites in orbit caputring solar energy
and transferring it to the planet's sruface via microwave.
All squares in the planet's radius that are charted
space produce 50%% more energy.

@;Galactic Data Node
@PEDIAIMPROVE26
Realtime Information Web spanning different solar
systems - allowing rapid scientific exchange. 
Increases science output by an additional 50%%
(cumulative with Computer Core and ODN for a
grand total of 150%%).

@;Tachyon Detection Grid
@PEDIAIMPROVE27
Sub-orbital phaser based targeting system which doubles
planetary defenses against incoming torpedoes and attack 
ships on bombing runs.

@;Planetary Shields
@PEDIAIMPROVE28
Coastal Fortresses have no role in this scenario

@;Solar Satellite Grid
@PEDIAIMPROVE29
Not a factory using anti-matter as a power source but
a factory which manufactures anti-matter, the primary
fuel for starships with warp capability.
Increases Grav dynamo output by 50%%.

@;Orbital Farms
@PEDIAIMPROVE30
Allows the extraction of micorbiotic components which act as
enzymes for hyper efficient hydroponic farms. All rift squares
in the Planet's radius produce an extra unit of food.

@;Asteroid Mines
@PEDIAIMPROVE31
Allows the extraction of rare elements which help to increase
production of alloys and other materials. All rift squares
in the Planets's radius produce one extra mineral.

@;Null Space Catapult
@PEDIAIMPROVE32
Starships can instantly be sent to other planets by entering 
Null Space at one place and exiting in another provided that
there is a NS catapult at both ends.

@;Subspace Relay
@PEDIAIMPROVE33
Improved range of subspace communications allow fleet 
personel to contact their family and loved ones whereever
they may be stationed. Decreases unhappiness caused by 
troops away from teir home planet by 1.

@;Space Dock
@PEDIAIMPROVE34
Port Facilities have no role in this scenario

@;SS Structural
@PEDIAIMPROVE35
Not Used.

@;SS Component
@PEDIAIMPROVE36
Not Used.

@;SS Module
@PEDIAIMPROVE37
Not Used.

@;Energy Storage
@PEDIAIMPROVE38
Converts industrial capacity into energy credits by using
a planet's core like a battery.

@;Quadrotriticale
@PEDIAIMPROVE39
Genetically engineered grain developed from a four lobed
hybrid of wheat and rye. Triticale was discovered in 20th
century Canada. (TOS: Trouble with Tribbles)
Counts as a Granary in every one of your planets.

@;Abolishment of Money
@PEDIAIMPROVE40
Someone finally realised that paper currency had no intrinsic
value and proposed using energy as the basis for economic 
transactions. One extra happy citizen in every Planet.

@;Nimbus III Colony
@PEDIAIMPROVE41
Planet in the Neutral Zone dubbed the planet of galactic peace.
The colony there was sponsored by the Federation, Klingons and
Romulans as a means of building better understanding.
(ST V: The Final Frontier)
one extra energy source in each square that already produces one.

@;First Contact
@PEDIAIMPROVE42
The instant that a young race builds a warp capable ship which
then allows it to discover other races in the galaxy.
All starships have their movement rate increased by one.
Also, all new starships produced receive veteran status.

@;Memory Alpha
@PEDIAIMPROVE43
Giant Planetoid with a massive library containing scientific and
cultural information from many planets. (TOS: THe Lights of Zetar)
Civilization receives any civilization advance already discovered 
by two other civilizations.

@;The Prime Directive
@PEDIAIMPROVE44
The Ba'ku are a race of people who do not age. While the reason
for their longevity has not been discovered, their discovery gives
hope that their good fortune can be passed on to the rest of us.
(ST: Insurrection)
Doubles the effect of all of your Dabo Casinos.

@;Organian Treaty
@PEDIAIMPROVE45
Organians were non-corporeal lifeforms which imposed a peace
treaty between the Federation and Klingons by making all weapon
activation surfaces red hot when touched. (TOS: Errand of Mercy)
Enemy civilizations must offer cease-fire/peace in negotiations.  
Combat strength doubled against mercenaries.

@;Klingon Academy
@PEDIAIMPROVE46
Jem'Hadar and the Vorta who lead them are engineered clones who 
are designed with maximum combat efficiency and safeguards against
rebellion in mind.
Any unit which wins a combat gains Veteran status.

@;Utopia Planatia
@PEDIAIMPROVE47
Series of shipyards in orbit around Mars. The Galaxy Class
Enterprise-D was built there. Sisko was assigned there for
three years prior to DS9.
Every square in the planets's radius produces an extra
resource "shield".

@;The Tel'shair
@PEDIAIMPROVE48
The Elite Romulan imperial intelligence service. Only rivaled
in reputation by the Cardassian's Obsidian Order. 
(TNG: Face of the Enemy)
You receive a free embassy with everyone so your intelligence 
reports will always be complete.

@;Anslem Holo-novel
@PEDIAIMPROVE49
Semi-autobiographical novel written by Jake Sisko written with
the help of a non-corporeal lifeform called Onaya.
(DS9: The Visitor)
Counts as a holo-suite in each of your planets.

@;Artifical Gravity
@PEDIAIMPROVE50
The premier academic institution of the Alpha quadrant with a
history stretching back to the beginning of the Reformation.
(TOS: Journey to Babel)
Increases science output of planet by 50%%.

@;Reaching Delta Quadrant
@PEDIAIMPROVE51
The Delta Quadrant is where the BORG originate and the first
vessel to go there was the USS Equinox although USS Voyager
was the first starship to see the BORG primary Nexus.
(VGR: Scorpion)
Movement rate of all starships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
Located in a region on Vulcan called Vulcan's Forge, Mount
Seleya is home to the Kolinarh sect, the ultimate practioners
of mental mastery. All Vulcan citizens are alwyas content.
(ST III: The Search for Spock)

@;Section Thirty-one
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The ruthless and frighteningly efficient Cardassian internal 
police. It maintains a elaborate network which keeps virtually
every citizen under surveillance. (DS9: The Wire)
Frightens unhappy 2 citizens into being content per planet.

@;the Mirror Universe
@PEDIAIMPROVE55
Discovery of an Alternate Universe where the Federation is
a dictatorship known as the Terran Empire and the Klingons
and Cardassians are a united alliance. (TOS: Mirror, Mirror)
Doubles science output of planet.

@;Rules of Acquisition
@PEDIAIMPROVE56
The Ferrengi's contribution to the quandrant of which there
are 285. the 21st rule is "Never place friendship above
profit". - You get the idea. (DS9: Rules of Acquisition)
Pays the maintenance for all planetary improvements which
ordinarily cost 1 credit per turn.

@;Zee-Magnees Prize
@PEDIAIMPROVE57
Presitgeous scientific award in the 23rd century much like
the Nobel Prize for Science. Daystrom was awarded this prize
for inventing dutronics. (TOS: The Ultimate Computer)
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;Khitomer Conference
@PEDIAIMPROVE59
When you first host the conference, Every civilization's 
attitude toward you is immediately shifted 25 points in your
favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to 
forget your past transgressions.

@;Data the Android
@PEDIAIMPROVE61
First (creator- Noonien Soong) android with a positronic
brain as predicted by Issac Assimov. You can say he was the
first sentient artificial lifeform. (TNG: Inheritance)
Provides android plant(whatelse?) to every planet.

@;Realtime Subsapce Comms
@PEDIAIMPROVE60
The Klingon warrior ethic makes citizens eager to send their sons
into combat, death and finally the Black Fleet in Sto-Vo-Kor. 
Otherwise, when Klingons die a peaceful death, they are damned to
Gre'thor. Counts as a Subspace Relay in every one of your planets.
(Decreases unhappiness caused by troops away from home by 1).

@;Project Genesis
@PEDIAIMPROVE62
A weapons system able to deliver genetically engineered viruses
as a means of mass destruction using a theta band subspace carrier
wave. Allows Metagenic Weapons to be built. Only the Cardassians
will be eventually ale to field this weapon.

@;Babel Conference
@PEDIAIMPROVE63
Early Interstellar meeting held to discuss the admission of 
Coridan into the Federation. This was the first appearence of 
Spock's dad, Sarek.(TOS: Journey to Babel)
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a syndicate, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Not Used.

@;First Stable Wormhole
@PEDIAIMPROVE65
Wormhole which allows almost instant travel to the Gamma Quadrant.
The wormhole is stabilised by timeless entities who live in the
wormhole. DS9 sits at the mouth of the wormhole.
Counts as a research lab in every one of your planets; effectively
doubles your science output.

@;Nanotech Revolution
@PEDIAIMPROVE66
Machines at the molecular level, called Nanites are finally discovered.
Their first mention was in the episode (TNG Evolution).
One extra happy citizen in each planet.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Seperatism, Early, and
later Empirisim and Collectivism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Syndicatism and Democracy, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
This is the government type for the Cardassians.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Imperialism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Engineers eat zero food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Imperialsim has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under Imperialsim, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
This is the government type for Klingons.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Empirism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Engineers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Empirism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
Under Empirism, none of the science/tax/luxury rates may 
be set higher than 80%%.
^
^HINTS
Empirism is best for large, far-flung empires which need
to maintain a large military. It is the form of government 
the Romulans use.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Creatorism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each. ONLY Creatorism empires 
may produce CLONE type units.
^
^HAPPINESS
Under Creatorism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Collectivism has a LOW rate of corruption. However, it 
has the special disadvantage that all SCIENCE is very SLOW.
^
^SPECIAL
Improvements which convert unhappy citizens to content 
citizens (Dabo Casino etc.) produce energy credits equal
to the number of citizens they would otherwise convert.
They also require no maintenance. Under Collectivism, none 
of the science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Nobody except the DOMINION can use Creatorism

@PEDIAGOVT5
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not on a friendly
planet (or a fortress within 3 spaces of a friendly planet)
causes one citizen in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
Democracy has a LOW rate of corruption and waste.  The
level of corruption in a particular planet is based on its
distance from your capital.
^
^SPECIAL
Under Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Democracy, the government of the Federation, can give an 
astounding boost to science and tax revenues. However, it
makes it more difficult (and expensive) to keep a large
fleet in the field. 
Democracy is actually 'the republic' in normal games.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Not Used
^UNIT SUPPORT
Each unit costs one shield per turn.  Engineers eat ONE
food per turn.
^
^HAPPINESS
Each unit which is not on a friendly planet
(or a fortress within 3 spaces of a friendly planet)
causes TWO citizens in its home planet to become unhappy.
^
^CORRUPTION AND WASTE
Syndicates experience NO ill effects of corruption or waste
as it is based on corruption and theft
^
^SPECIAL
Under Syndicatism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and planets of a Syndicate are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Syndicates can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only bands of loosley allied
planets. This is the default government type of the Orions.

@;This line must remain at the end of this file!




















